Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.

Buy Divinity Original Sin Digital Collectors edition

Buy Divinity Original Sin - Source Hunter DLC pack

Unlocks Divinity Original Sin: The Golden Grail DLC, Divinity Original Sin: Zandalor's Trunks DLC, Divinity: Original Sin Design Documents and Art Pack, and Soundtrack. (DLC will only be made available on release.)

March 19

The team at Larian is very happy to announce that -- thanks to the impressive efforts of the game's great fan community (Sciarada Team, specifically) -- Divinity: Original Sin is now officially available in Italian.

Work on the translation started in September, and the team has brought in four waves of testers throughout the process to ensure the translation is of high quality. Team leader Giuseppe "Chantalion" Cappariello told us that translating the orc language, finding the right words to make rhymes in Italian, and trying to preserve Larian's "surreal" humour throughout the game has been "delightfully hard and terribly fascinating." Other members of the team include Giuseppe's second-in-command Chris "Patarimanno" Benassi, as well as Marco "Malkot", Luigi "Jakelr", Enrico "Goatboy" and Enrico "Tanosblood".

January 30

In addition to a number of bug fixes (thank you for all your feedback!), we’ve gone through all of the encounters in the game and made a ton of balancing changes that we think will make combat even more fun. We’ve also activated the Steam Cloud saves, and we have good news! PC & Mac savegames are compatible. For the modders out there, we can finally release the exporters that will allow you to import your own models and animations into the game.

Here’s the list of the most important changes and a few important remarks about Cloud saving:

Cloud system:When you enable cloud for Divinity: Original Sin, you will see your cloud quota in the save/load screens. Only new savegames will be uploaded to the cloud as they have a new, compressed format. So if you need your latest saves on the cloud, you will have to load them and resave. You will then see a cloud icon next to them. Hover over the different statuses in the save/load screen to see what will be added and removed from the cloud. You can remove saves manually from the cloud by deleting them via the in-game menu. Furthermore, the game will remove older saves from the cloud automatically when you have run into the max amount of cloud save data. Keep in mind that if you use the Steam Cloud for Original Sin, you will be uploading data on a regular basis if you make a lot of saves. Upload speeds will depend on your Internet connection.

FAQ for Cloud:

Do the cloud saves work cross-platform (Mac <-> PC)?
* Yes, you can sync from PC to Mac and Mac to PC.

What happens to my old saves?
* They remain locally on your current PC. Only new savegames made in patch 1.0.251.0 and beyond will be uploaded to the cloud.

What happens when my quota is full?
* Your newest saves are uploaded to the cloud and oldest saves are removed from the cloud. This does not mean you lose your saves. They are just removed from the cloud, but stay locally on your PC.

What do the icons mean in the save/load screens?
* "Cloud with arrow" means the save will be uploaded to the cloud upon exiting the game. "Cloud with x" means the save will be removed from the cloud upon exiting the game. A normal cloud means the save is correctly in sync.

How do I turn on/off Steam Cloud?
* You can do this by clicking through the following steps: Library > right click on game > Properties > Updates > Steam Cloud > Check or uncheck the checkbox at the bottom.

Note: since the game is DRM-free, it can be started manually from the game folder while steam cloud is syncing. Do NOT do this, as it can possibly corrupt your steam cached cloud files. You will not lose any saves, but the cloud will be confused as to what is in sync and what is not. Please only start the game via steam, if steam is running.

Update:
We added the following hotfixes with 1.0.252.0:

loading of a save with missing mod dependencies now throws correct error message instead of crashing

fixed possible crash during/at end of combat (texture issue)

Bug Fixes:

Gameplay Blocked when talking to Leandra while escaping from Death Knights

Bairdotr party size issue fixed. You were no longer able to recruit a 4th party member. Loading your savegame should allow you to re-hire a 4th companion immediately.

Fixed Homestead room-opening issue if you spoke to Zixzax with a companion first, while other player characters were arriving. If you had this issue pre-patch, you can try loading your save and returning to the Homestead.

Fixed Zandalor being interruptible when you first meet him. This could cause story progression issues.

Evelyn NPC blocked and remains in clinic before and after going through the lair scene

Equipment usable in skill bar

"Send to Homestead" appears in context menu if you start new game after loading save

Change Tenebrium weapon damage calculation: Tenebrium ability is now a requirement and you get the damage boost from your weapon ability

Kickstarter pet black spider should now be the black spider model instead of fleshy spider

Ingame time incorrect after loading a save and then starting a new game

Due to cloud being enabled, the way the player profiles are shown in the game has changed. All existing profiles are scanned and available, instead of only the profiles linked to your steam account.

Fixed issue that could get your character stuck in skill preview mode after spamming skill keys when leaving a dialog

Mac specific changes:

VideoCardBlackList expanded with all the reported models for Yosemite (Lockup on first screen on old hardware)

OpenGL specific fixes for flickering objects

OpenGL performance improvements

Effects library updated with camera effect

Smoother zoom and scroll

Books rendering issues with OpenGL

Mouse right click in fake full screen was not working

Balancing changes:Cyseal

Chimaera (script improved)

Dietmar (bugfix: enemies won't turn invisible again on save/load)

Lighthouse Horror (bugfix: scripting error)

Black Cove

Crab Summoner (now summons more, hits harder, can teleport back to the player if too far away)

Luculla Forest

Blue Mushrooms (bugfix: summons will not be of a different faction anymore)

Void Shepherd (bugfix: killing the shepherd now ends the fight)

Drunk Goblins (bugfix: goblins were not ending turn when drinking from flower)

Rafflesia (bugfix: now summons level 14 flowers)

Shadow Summoner (now stronger & faster)

Spider Queen (bugfix: now summons level 14 spiders)

Kromkromkris (bugfix: doesn't get attacked by his own summons anymore)

Hiberheim

Boreas (bugfix: made non-teleportable & doesn't move when it's not his turn anymore)

Dark Forest

Anguish Demon (removed one summon, making the fight a bit easier)

Fire Demon (summons void dogs faster)

Kalgruuda Cloudpiercer (doesn't end turn after summoning and summons don't skip their first turn anymore)

Reviews

“An incredible title that provides many hours of entertainment”
9/10 – Game Informer

“Outstanding tactical combat and engaging quests make Divinity: Original Sin one of the most rewarding RPGs in years.”
9/10 – IGN

About This Game

Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.

In Divinity: Original Sin you take on the role of a young Source Hunter: your job is to rid the world of those who use the foulest of magics. When you embark on what should have been a routine murder investigation, you suddenly find yourself in the middle of a plot that will rattle the very fabric of time.

Divinity: Original Sin is a game that gives you a lot of freedom and plenty of gameplay mechanics to use or abuse. The game's epic story may drive you toward your ultimate end-goal, but how you get there is entirely up to you.

Or up to you and a friend, because Divinity: Original Sin can be played completely cooperatively, and features both online and local drop-in/drop-out multiplayer. Great adventures become even greater when shared with a trusted comrade-in-arms!

Key Features

Become part of a reactive, living and vast open world. Explore many different environments, fight all kinds of fantastical creatures and discover tons of desirable items.

Experience gripping party- and turn-based combat. Manipulate the environment and use skill & spell combos to overcome your many foes: Use magic to make it rain on your enemies, then cast a lightning spell to fry them to a crisp. Experiment with different skill combinations to ruin the day for enemies and townspeople alike.

Play with a friend in co-op multiplayer. Make decisions together (or disagree entirely), as your interactions and relationship with your partner influence the game.

Unravel a deep and epic story, set in the early days of the Divinity universe. No prior experience with other Divinity games is necessary, however. The game takes place well before its predecessors, Divine Divinity and Divinity II: The Dragon Knight Saga, but will still feel familiar to fans.

Classless character creation lets you design the character of your choice. Endless item interaction and combinations take exploration and experimentation to another level of freedom.

Create your own adventures and share them online. With Original Sin comes the powerful toolset used by the game's designers. Yours are endless new stories to make and share with other players!

Digital Collector's Edition

The Digital Collector's Edition contains:

2 copies of Divinity: Original Sin: one for you and pass on the second key to a friend

Award-winning Divine Divinity and Beyond Divinity

The Golden Grail DLC: an in-game item that allows you to colour your items in gold and sell them for more.

Zandalor's Trunks DLC: enjoy a unique in-game undergarment as rare as it is opinionated.

In a gaming world full of handholding, uninspired battle systems, and just sheer crap, Divinity is a shining diamond in the rough.

Graphics - 9/10: Loot-based, dungeon-crawling RPGs are never known for their graphics so I will rate it on a level equivalent to similar games like Torchlight 2 and Diablo 3. I'm going to put this simply - Divinity is ****ing gorgeous. The art direction is spot on, the colors are bright and bring the world to life, and the character designs are great too. You won't feel like you're trudging through the same damn dungeon or cave for the 50th time in a row. Everywhere feels unique. You'll traverse vast forests of green, blistering cold mountain tops, firey fields of skeletons and so much more. It's a well-imagined world that makes the game worth of a 9/10 score in the graphics department.

Sound - 8/10: So don't expect full voice overs or anything like that. There will be spoken dialogue from time to time- particularly from your main characters, but for the most part NPCs' dialogue is all written (but very well written mind you). So why am I giving it an 8 for sound? Because the music is some of the best I've heard in a video game...EVER!

Story - 8/10:You're a Source Hunter (yeah I know...just another cliche name for a hero that's received his title and known for aboloshing evil magic and foes from the land). But don't let that make you overlook what's an otherwise pretty good story as far as loot-based RPGs go. You start out by coming to town to solve a murder. I think this mystery-style beginning really helps drive the games gameplay. Divinity: OS expects you to listen to NPCs, pick up on subtle hints found in text and side character dialogue, and really just discover, discover, discover to unravel the story and new missions.

It's worth noting that some may as a result get really frustrated by this lack of handholding; I on the other hand think it's great and really helps add to the game's charm.

Gameplay - 11/10:This is where the game shines. All aspects of this game are fun. As stated earlier, the clue-finding and unravelling of the story are fun. You'll be posed with hints, clues, and puzzles which will lead to scratching your head, yet always persistant on unlocking the next series of quests.

Beyond this, the interactions amongst your party's characters and NPCs is fun. Divinity includes a rock-paper-scissors style mini-game to determine the outcome of conversations. I know it sounds weird, but it's actually really fun. If an NPC is not particularly interested in giving up information to you, then you can try to beat him at a game of RPS.

Where this game truly shines though is in the battle system. Everything is action point and turn-based driven. Depending on speed and initiative, an order to character turns will be determined at the beginning of the fight (similar to FFX). Character's can obviously use special skills and spells to influence their turn postions. You also have action points for each turn which again is stat-driven based on a characters constitution among other things. Obviously different skills and spells take different amount of points to cast depending on their power and your overall skill level.

So far I'm sure this sounds like a pretty standard turn-based battle system. BUT WAIT - THERE's MORE. Truly the best part about Divinity is the unique use of elemental environments. Characters can cast spells, blow up barrles, and manipulate the environment in all sorts of ways to overcome foes.

Group of enemies standing in a puddle of water? Shoot an electric bolt to make them all stunned for 3 turns. No puddle of water? No problem- cast a rain spell first across the battlefield to create your own puddles then shock it.

Of course that's a simplistic approach that you'll learn how to do in the first 10 minutes of the game. I won't mention the other awesome environmental elements you can manipulate 'cause I think Divinity is one of those games where part or if its spirit is the unknown. There's A LOT to learn in this game. There is, for instance, both crafting and blacksmithing skills in the game, that is so deep and complex, that after 40 hours of playing, I haven't even begun to scratch the surface yet.

Overall 10/10: It's one of the best RPGs I've ever played - hands down. You're really not doing yourself any favors by passing on this game. In fact, I'd call you a fool if you did. This game should be played by every and any person that considers themselves a gamer.

-Lacked the money to buy a minor heal spell for my knight. -Infurated, began to murder every npc in town-Their blood now serves as a healing source for my leeching talent

11/10

-----Edit (since people actually took the time to read this)

I play this game along with my girlfriend in co-op mode. While i wouldn't consider myself new to this type of games, i was soon reminded of how hard RPGs can be.

For people that are new to the genre, this game can prove to be quite frightening, especially at the beginning, even in normal difficulty. The lack of direction given, or... the freedom of choice you have... makes the game quite confusing at first, which is why its highly recommended to always read the dialogue carefully. The game even gives you the option to read again the whole conversation through the conversation log tab.

Co-op mode adds to the fun of the game. The fact that you can play the entire game along with a friend makes it the more enjoyable to go through. While people can argue that co-op can make any game look better, Divinity: Original Sin, gives a further meaning to play with your friend, having the NPCs actually acknowledging your companion and not just simply having it there for the sake of having someone around. You can get to talk with your allies at any time, getting to know them more. At certain times, depending on your actions, you will even get short interactions with whoever is in your party that can boost certain traits based on the answer given. There is a meaning for your friend to be there, is not like other games where your co-op companion is just another clone of yourself.

The gameplay is fun. Turn-base combat system based on AP (Action points) is self explanatory, the more AP's you have, the more actions you can make in your turn. Each character has its own APs that are boosted by their attributes and gear.

You are given several classes to pick from though you are not prohibit from learning other classes abiilties. For example, my knight can use water-based skills which are the ones that can grant healing spells along with other water/ice abilities. As for character appearance customization, its not really deep, in fact, i believe it might be one weak point of the game.

Overall, the game is incredibly addicting and fun. While the early levels might discourage newcomers, this game sure is one big reminder that classic-style RPGs are not dead and can show up at any time to surprise us and remind just how fun and frustrating they used to be. I was lucky enough to encounter no bugs so far, which is something i am grateful for seeing how i read some bugs around that can make progress quite more painful than what it should.

I would hate myself if i had to give a real numeric value to the game, so i will say this: "If you are curious about the game, buy it, you will simply not regret it"

One last thing, save often. F5 will be one of your strongest allies. (Not kidding, really, save often)

There are so many outstanding titles out there at the moment, Wasteland 2 and Shadowrun: Dragonfall DC are out, there are new Witcher and Dragon Age titles on the horizon. It's a good time to be an RPG fan, but where does Divinity Original Sin fit into this hall of RPG fame? Let's fire it up, build a character or two and find out!

A game with a lot of character

For a crunchy RPG the character creation doesn't feel as daunting as you might expect. It's certainly not as initially intimidating as the also excellent Wasteland 2's character creation screen, that's not to say that character creation here is shallow, far from it.

You'll get to create two characters from the start (unless you pick the "lone wolf trait" which will give you some extra perks at the expense of your customised travelling companion.)

Experienced RPG'ers should be right at home here, pick a character class as your starting point, Knight, Wizard, Ranger etc, then tweak your attributes, skills and spells until you've got your perfect novice source hunter, ready to go out into the world and hunt some serious source!

Serious Sauce

A great power called the source exists in the world of Rivellon, a power once wielded for good but no longer. The Wheel of Time turned and a great darkness invaded the land leaving the source forever tainted, its users driven to madness and destruction. Now only a brave few stand between Rivellon and this dark power which threatens to destroy it. That's where you come in.

Murder She Wrote

In Divinity original sin you take on the mantle of a novice source hunter (well two novice source hunters, but who's counting).You've been tasked with investigating the murder of a councillor in the town of Cyseal, It's suspected the source was involved and now, like a sword and magic wielding Jessica Fletcher, It's time to figure out "who dunnit"

There's your trouble!

As the game opens, you'll find yourself being unceremoniously dropped off on the sunny shores of Cyseal. It seems a murder isn't the only problem the town is facing. The undead are at the walls and the Orcs are attacking from the coast. Cyseal is a town with more troubles than you could shake a level 10 elemental staff at.

You Go First!

The game doesn't pull any punches, even before you make it into the town of Cyseal proper, you'll have your first tactical encounter which introduces you to the turn based combat mechanics.

Action points are the order of the day here, each character in your group (up to a maximum of four at any one time) will have a specific number of action points dependent on their stats and equipment. You'll spend these points moving, hacking, slashing and casting your way through these turn based encounters.

Combat in D:OS is a meaty and very satisfying experience, but it's not just about sorcery and swordplay, your surroundings can play a huge part in these battles too.

An Inconvenient Truth

Environmental destruction is par for the course here, and at first, you will probably do as much damage to your own group as you do to the enemy via environmental effects, that is, until you've figured a few things out.

Is the floor covered in oil? then you might want to be careful of stray sparks, a misguided fireball could send the whole lot up in flames, if you happen to be standing in the oil yourself, don't expect the environment to be forgiving, you'll burn along with all the rest.

The game can be punishing at times but you'll learn to use the environment to your advantage as you progress and after a short tutorial battle and dungeon crawl, you'll progress into the town of Cyseal.

It's here that the hunt begins.

The Great Hunt

When you make it into the town, you'll be greeted by a wealth of varied and interesting NPC's. A whistle stop tour of the dock front will start to open up various side quests quicker than you can say "That ships on fire!" and "Do I look like a recruitment agency?"

Don't worry, the in game journal does an excellent job of keeping the ever-growing quest details in order, a feature which I've found invaluable as a memory aid following those frequent occasions where the real world dares to interfere with my investigations.

Eye of the Beholder

The graphics do a fine job of enhancing the atmosphere of the game, from dark oppressive dungeons and gloomy rain soaked woodland to bright sunny beaches and the vibrant town of Cyseal itself, everything on screen adds something to the isometric glory.

Ear of the... Earholder

Whilst some NPC's are voiced, most are not. However, there are enough lines of dialogue scattered around to give the game flavour, most of which are so full of character and voiced with such vigour you can't help but smile.

Lines like "I wouldn't let an orc within 500 yards of my loving nature" and "No one has as many friends as the man with many cheeses!" are great examples of the wonderfully written and often funny dialogue that awaits you here.

Schizophrenic Encouragement

The writing is sharp and witty and the interaction between your characters can be hilarious, you can even get into arguments with yourself! A good example of this happened to me early on in my play through when I wanted to dig up a body to follow a lead in my investigation. I was just about to start wielding my trusty shovel when my comrade in arms objected.

In situations like this, you can find yourself choosing the dialogue options for both sides of the argument.

I couldn't help but get on my high horse about the sanctity of the grave and disturbing the dead with my second character, whilst my first glared on, shovel in hand quipping about short sighted sensitivity derailing the investigation. If arguments like this reach an impasse then your comrades will resort to a quick game of rock, paper scissors to resolve the conflict.

This is amazing fun and can lead to alternate paths you might not have considered previously as part of your investigation.

The road is long

Divinity is long game. If you're the obsessive type and feel the need to complete every side quest on offer then you can expect to spend nigh on 100 hours in Rivellon, so you'll definitely get your monies worth with regards to content................... (snip)

It's been a while since I've fallen in love with a game as hard as I have with Divinity: Original Sin. It is a game with many glaring flaws, and those flaws are part of the reason I've come to love it. It's not everyone's cup of tea, but those who can stomach its initial few sluggish hours will find a meaty turn-based RPG that pays thorough respect to its CRPG predecessors like Baldur's Gate.

Those familiar with pen & paper RPGs, as well as roguelike elements, will feel right at home here. Combat is tough and involved. The game uses mechanics familiar to paper players while being relatively accessible to modern gamers (none of that THAC0 nonsense!). Larian has developed a smart, stern RPG that offers its charm in its unforgivingly old-school game design with absolutely zero handholding. Very few map markers. No quest arrows. Why am I surrounded by level 15 invincible enemies at level 10?!

If you like Dungeons & Dragons or TBRPGs in similar veins like Shadowrun Returns, you owe it to yourself to play Divinity: Original Sin. Best enjoyed with a friend who will antagonize you.

Complexity. It’s an old RPG trait largely forgotten by a lot of gamers and ignored by most developers. If you like your RPG’s action-oriented and filled with commodities such as quest markers, move right along. Divinity: Original Sin from Belgian developer Larian assumes you’re prepared to actually figure out quite a bit all on your own. It provides a large game world and simply lets you wander around in it. Areas aren’t closed off, all quests can be finished in at least two different ways and you won’t be punished for playing your own way. It brings about the kind of design philosophy that really should exist in every RPG, regardless of its style, combat system or any other differentiating feature.

The story follows two main protagonists who start out as Source Hunters trying to figure out a local murder mystery. Naturally, soon they find themselves involved in something much bigger including an orc invasion, undead uprising, mad kings in a frozen land inhabited by elementals and they’ll even visit other dimensions and take to the heavens. Unfortunately, this is the weakest part of the game as the writing isn’t particularly compelling and the characterization is awfully shallow, especially regarding the playable characters. Speaking of which, apart from the two main characters, you’ll be able to recruit more people along the way. However, you’ll only be able to keep up to four in your party. Any others will await for your call in a place called the Hall of Heroes if you get the urge to switch them up a bit.

The only real reason to switch characters is to try out different classes and tactics. The character upgrade system is extremely deep and customizable, each class is extremely different with a load of unique traits, abilities and spells. And it’s extremely flexible as well. Just because you committed to a certain class at the beginning doesn’t mean you’re stuck with it if you change your mind. On the contrary, you can mix things up and create something like a rogue specialized in fire spells. You can customize all characters further with weapons and equipment you find along the way. And there’s a ton of loot in this game. Upgrading and customizing your character as well as constantly finding new loot is a huge source of addiction and probably the biggest motivation to continue playing.

Original Sin has a turn-based combat system which is awesome because it’s not an under-the-hood system with pause, but with actual turns akin to a regular turn-based strategy game. Apart from being able to witness the myriad of different combat styles, the combat shines thanks to its fantastic convergence of elemental powers. For example, summoning rain will create puddles on the ground and will make your enemies wet. Throwing a lightning bolt onto one enemy will fry him, but will also zap anyone standing in a puddle nearby. Then you can throw a fireball which will dry out the puddles and create mist that will cause enemies to have limited sight. Frozen surfaces will make characters slip and fall, spilled poison can be ignited for additional damage, the possibilities are nearly endless. Naturally, considering that everything you cast on the battlefield will affect your party as well, you have to be careful what you’re doing at all times. It’s just a superb system that never gets old.

Divinity: Original Sin is a fantastic looking game, however the art style isn’t particularly distinctive and falls under usual fantasy tropes a bit too often. The same can be said about the soundtrack, it’s definitely pleasing and appropriate, but just doesn’t really stand out in any way. My biggest complaint about the game is that it can be incredibly obtuse at times, particularly regarding the puzzle design. You will actually get hints from books and other sources, but I honestly don’t know what frame of mind you have to be in to figure some of this stuff out. This can get especially frustrating due to how big the world is and considering that a lot of quests span across multiple huge areas.

Divinity: Original Sin is one of the big Kickstarter success stories – a rewarding, addictive and unapologetic hardcore RPG brimming with complexity, gameplay depth and content breadth. If only it had a more motivating story, more interesting characters and a more unique game world, it would have been a masterpiece. Still, a few design quibbles aside, this is a great game that will delight anyone looking for a true RPG that brings back cherished genre values and wraps them up in a modern package.

I've got so many pros to say about this game, that I have to make a tl;dr for the tl;dr!!! If you ever were a fan of Baldur's Gate Series, Icewind Dale, or other rpgs like them, this is a MUST-PLAY (only this one is a turn-based and not a real-time pause)!I also recommend it for PnP (pen 'n' paper) players (as I am one). The thing I love about games with this concept, is that they aren't typical dungeon crawling and boring games. Your characters develop with almost every click you make. Many options in dialogs, and you are free to do almost anything you want inside the game's borders.

(DUAL WIELD)Just a comment for the dual wielding, as many seemed disapointed that there isn't that feat-skill in the game. I know it would be cool to have a 2*1h character, which can attack multiple times, but as it seems the developers didn't implemented it. Was it difficult to make changes in the code they had so far? Was it because they thought 1h is easier than 2*1h to handle (as the offhand has to have some penalties)? Was it because of the game's balance? Either way, with a rogue and a dagger at level 3, you can make 8 backstabs in a single turn. This overflows the gap for me, and makes me laugh.

I made a guy bleed his own blood and then electrified the pool of blood he was standing in to stun him, and then dropped a boulder on him. A poisonous boulder. And then I froze some blood and made enemies slip around on it. It's basically Magical ♥♥♥♥♥♥♥s: The Game. GOTY 2014

Divinity: Origin Sin is a top-down, turned-based Role-Playing-Game that does without the hand-holding, 'let me guide you through my story and you'll learn to love it' experience. There's a huge emphasis on freedom; genuine freedom, not the kind that lets you do what you want for five minutes before prompting you there's a quest you should be doing. In short, Divinity: Origin Sin raises it's middle finger to the concept of guidance and allows the player to decide what to do and when to do it.

Graphics:

In every aspect, this game is beautiful, and arguablly one of the best looking games, not just within it's genre, but within in all games, ever.

From the huge towns filled with NPC's to the lonely mountain passes, the game world feels alive and genuine; never do you feel like you're following a path, you feel as you should, as if you're exploring this huge, open world with a story behind it, and everyone within.

It's difficult to describe the graphics in this game purely because they're done so well. There is particle effects, high-quality textures, gorgeous lighting and a strong sense of atmosphere everywhere you go. You might be exploring an old celler, in which case it's misty and gloomy, whilst in town centres the sun is pumping pure beauty upon the entire world. The game is simply gorgeous and without doubt, the best looking game within it's genre, by a large margin.

Audio:

From the subtle creeks of floor-boards to the raging torrents that is the mountain pass winds, Divnity: Origin Sin delivers a flawless experience in auditory experience.

The best possible way to explain the quality of audio in this game would be to ask you to think of a game, any game at all that you think has the best audio. You might say Amnesia because it's subtle but terrorfying or perhaps you might say Child of Light for it's amazing soundtracks, and both would be correct, and I'm sure other examples you might have suggested would be too, but most games have one particular aspect within it's audio that's memorable or excels in some aspect. This isn't true for Divinity: Origin Sin. This game excels in every aspect, from voice acting to the empowering shimmers and charges that spark when casting a spell.

It's simply perfect - And that's not a comment I would make lightly.

Gameplay:

Divinity: Origin Sin is a turn-based game, but only within combat. Outside of combat you're free to explore and roam the world in any way you please. You might find yourself engaging enemies that are a few levels higher than you; you might help an old man steal some fish, then report him to the guards and watch him be dragged away to prison or perhaps you simply want to go around the entire world slaying every single living thing that stands in your way. Freedom is what makes Divinity: Origin Sin so immersive and enjoyable, you're never tied down or told what to do, or when.

This game is hardcore, but not in regards to it's difficulty, more in terms of how it presents itself. There are no exclimation marks above NPC's heads to signify importance. There is no charts or tables to show you crafting receipes. There is a lot missing, but it's a very positive aspect of the game that makes it so much more enjoyable and immersive than other Role-Playing-Games. To find out how to craft a weapon, a potion or how to cook a pie, you must find a book, or a note and read it. You won't unlock the receipe, everything is available to craft as long as you know how to do it. Once you find the receipe, you simply need to refer back to it when creating the item. When deciding to complete quests, to find out where to go or what to do, you must talk to NPC's and listen. The information given to you is only useful if you read what was said. There will be no waypoint given or a 'Hey, good job finding that clue, i'll remove all challenge from this game and simply tell you what to do now'. It's challenging, but rewarding.

The combat is much alike what you would expect. Every character involved within the combat scenario will take turns, have a set amount of action points and, if they choose, can reserve points for future turns. The system is very fluid and intuative. What makes the combat, and gameplay so enjoyable however, is the emphasis on environmental interaction. See a group of enemies standing in water? Why not zap them with lightning and fry them? -No? How about we freeze the water and stick them in their place. Perhaps you want to spill some oil and ignite it, or perhaps use a teleport spell to throw an enemy off a cliff. If you can think of it, you can probably do it.

Narrative and Lore:

Now I'll admit, I'm not the kind of person who is likely to sit down and read every piece of lore or material in a game, especially not role-playing-games. I generally don't have the patience nor' interest, so perhaps this next statement will give some meaning to the quality of the writing in this game.

I've played for about 15 hours, at the time of writing this review, and have read every single piece of material I've found, and generally find it annoying when I then switch to co-op, and have my partner skip through it all. The writing in this game is really well written, and because of the nature of the game, enaging and meaningful. I know if I don't read it, I won't know what to do. It's almost like a very intelligent scheme plotted by the developers to discourage skipping through material, and I like that.

Co-op:

The game allows for four characters to be played at any given time, in co-op, you can play alongside another player and control up to two each. There is no limations in co-op, everything you can do it single player, you can do it co-op, but arguablly, it's more enjoyable when played with a friend due to a feature that allows you to argue amongst your characters about what choices to make it quests. Perhaps I want to slay the target, whilst you want to help them. Lets discuss it with in-game dialouge, then argue and see who wins. It's genuinally enjoyable and adds a new layer to the immersion of the games experience.

There is also a mod, for those interested, that allows the game to be played four-player co-op, so if that's of interest, good news for you!

Mods and Editors:

That game supports workshop, mods and even comes with the developer tools to create your own custom campaigns. I've toyed around with this a little, and not being a guru of game development software, I can say it's actually pretty easy to use. There is some script-writing to do when creating dialouges, cutscenes or combat sequences, but there are plenty of easy-to-understand tutorials that can be found within the discussion pages of the Steam community hub as well as on media sites such as YouTube to help guide beginners in creating their own mods.

Whilst I'm unlikely to spend much time using these features myself, it's a great addition to have and ultimately means there's a huge pool of endless content to play with once you've completed the main game. That's never a bad thing.

Overall:

Divinity: Origin Sin is a beautifully crafted RPG that was obviously created by developers who genuinally cared about their product. Every aspect of the game feels polished once, and once again. The game runs perfectly at maximum settings on my GTX 760 and AMD FX-8350 at more than 120FPS solid, without hiccups. The gameplay is hugely enjoyable, the lore is engaging and the hardcore approach to giving the player complete freedom makes this one of the best turn-based role-playing-games, ever.

No game is without it's flaws ~ I just can't single out anything I dislike, honestly it's near perfect.

It's a masterpiece, a genuine must buy for any RPG fan. ~One of the most enjoyable and engaging experiences to be found within gaming.[/b]

Divinity: Original Sin is a mixed bag. There are plenty of positive reviews out there. I personally enjoyed the game enough to beat it, but I will be focusing on the negative. The main reason for this is there are many mechanics in the game that are frustrating as a player and I think people should at least be aware of these issues. And if RPGs already aren't your cup of tea, these issues are probably enough to make it unenjoyable.

Divinity: Original Sin goes out of its way to be misleading, time wasting, and obtuse. If you're someone who enjoys not looking at a wiki when playing a game, you'll be hard pressed to do that with this game. I'll begin with a list of scenarios that have happened to me and then go into more depth. This may come across as nitpicky, but the more you play the game the more you realize scenarios like this are fairly common.

In one particular boss fight, I struggled for 2 minutes trying to align my mouse perfectly so I could actually hit the boss. The hitbox of enemies doesn't match the actual sprite, sometimes it is much smaller. This is a problem when the screen gets cluttered and you have multiple people wailing away at a boss. Sprites also move in an "idle" animation while the game is waiting for you to make your moves, causing the tiny hit box to move around while you're trying to click. If you click at the wrong moment (very easy to do), well you just moved your character, perhaps took a reaction attack from the opponent, moved through poison or fire, and now you can perform fewer actions as you move back to your original spot to try again. Eventually, I figured out the hitbox was essentially a 2x2 grid (almost down to the pixel) centered on the persons head, but it required so much precision I got so pissed off trying to stab this boss, I just simply reloaded the game and waited for them to move out of the bush before starting combat. You can rotate the camera or press "b" to do a top down mode, but sometimes this doesn't help either (though top down works ~99% of the time, but it took about 60 hours and a friend to find out this particular camera angle usually works).

I decided to do a temple of trials for a particular quest line. Halfway through I realized the opponents in the temple are too strong for me to deal with at my current level. But there's a certain set of switch puzzles that took an infuriating amount of time. The game leads you to believe that if you try enough pots, barrels, and boxes the switches will open- but no, you can only use activate two of the switches with those. You need a very precise weight to trigger all the switches. That's okay, if I hadn't tried about 100 pots/barrels/boxes before looking at a Wiki to realize the game was just screwing with me at this point. Now you usually can leave areas without any real penalties, but my party contracted rot- which is essentially incurable by normal means and requires a rare item and ticks down your health by 1 health per turn until its cured (to a minimum of 1 health). Now you can use a rare item later in the dungeon, but considering I had to reenter the temple and reaquire rot to finish the quest later, I decided not to. But this required me to run around the game for 5 hours until I found the relatively rare item to cure the condition (and it only happened because my friend happened to tell me where two were that I missed). In the meantime I had to heal my party about every minute so the rot didn't chunk my health.

There's a perception stat that helps you see hidden things, along with making you have a higher crit percent. If only it actually helped you be more perceptive against enemies. I was derping around a cave and sort of knew some enemies were coming up, so I casted increased sight. Shame it didn't matter, the invisible enemies lurking in the bushes don't trigger until you trigger an enemy in broad sight further up no matter how perceptive your character is. They also can't be hit until they move once. So if you took the main route and kept your party close, you're now horribly flanked regardless of what statistical and personal decisions you made. Your only option is to reload the game and keep your party further back and then agro with a ranged weapon. Why not reward the player for actually planning instead of running semi-scripted battles and reward reloading the game because now you know how its scripted? It feels like most of the challenge from ordinary fights is from these scripted events given where I'm at in the game, and not the actual fight itself.

Other major complaints:

1. Nearly every fight in the first map involves fire and/or poison. Contracting one of these twice is enough to kill a party member early without healing, and if they come into contact with each other they explode. The end result is you spend a disprorptionate amount of time running away to remove poison/fire early in the game. There aren't any real countermeasures available early, at least not ones you can afford/waste skill points on. It's nice in small doses, but it seems like the later in the game it gets the more prone my screen is getting coated with hazards from magic spells. If I had a rain spell I could just clear it, but I don't (party choices- too late to turn back, and I can't find a skill book).

2. Vendor randomness severely limits your spell and equipment choices. You don't learn spells/skills like a typical RPG where you level up and learn them- you need skill books. Which would be fine, except vendor loadouts change when you level, and if something isn't there, it isn't there. There are some presets or high probability skill books that are almost always there, but the rarer stuff is hard to get. Later in the game there's more vendors which helps alleviate this problem, but you can go through the game and not know a spell even exists until a boss smashes you with it. Some people would argue this increases the replayability of the game, but if I don't read a wiki I don't even know what I'm missing. There's also not an awful lot of choice in the early game, because what you have often comes down to what drops/spawns in dungeons. Isn't this typically when characters start to differentiate? Leveling didn't feel particularly rewarding as a result.

3, The AI is extremely hit or miss. If you reload a game and play a fight, sooner or later the enemies do really derpy things. An example is my friend ignited an oil barrel which caused a plume of smoke around the boss. The boss sat still and burned to death because it couldn't see outside the cloud and the skeletons refused to cross the fire. A boss just sits there while eating projetiles and spells because it can't see? Another fight later has a boss that can summon a quasi-AOE fire spell that can do like 300 damage. Turns out the best way to beat him is to reload until the boss sits around pissing its turns on other stuff and just pray to your deity he doesn't ever use it. I can't help but feel something is being lost when that's the extent of the AI and how I'm using the save/load system.

4. I feel like for being a fairly open game, it goes out of its way to force me down a certain path, Which would be fine, but having to wander around until you find monsters that are about your level and just reloading/running away when you don't feels ham fisted. Enemy level spikes don't feel natural, and often I'm unsure where to go becaues its possible to have 10+ concurent quests fairly easily. The game really doesn't prime the player enough by having difficult but barely possible fights to let them know it might be a bad idea to keep wandering down this road.

I could go on, but I'm running out of space. Suffice to say there's a lot of flaws in this game, and it tends to compound as the game goes on. There's so many simple improvements that could have been made.

+ very rare attention to details, both in graphics, music and storywriting+ huge amount of missions, quests, and gameplay lenght, it is easy to sink 40-50 hours into one playthrough+ an old-school, Baldur's Gate-style RPG with a new coat + Lone Wolf trait option for single player (only 2 chars intead of 4)+ everything you do is permanent (although you have to pay attention to the character development)+ great coop possibilities, with Workshop, even for 4 different players+ adjustable difficulty

- rock-paper-scissors game (adds to the luck factor, I personally didn't like it)- and advantage is also a disadvantage, it is not for everyone, due to the length and difficulty level

If you were ever amazed by a 3rd person RPG, this is your game, and by buying, you also support an independent developer.

Takes a bit to get used to, there is a lot to learn. Once you do, you are in for one of the most amazing experiences. This could be the deepest game I've played. Your imagination is the limit, huge amounts of customization, great exploration, epic battles and loot. This is everything you ever wanted in an RPG.

it tries to do a lot and doesn't really accomplish it all but it's a really solid "old-school" rpg with lots of very interesting systems (moving boxes! crazy teleporter pyramids!), decent questing with fairly witty writing and a combat system that's pretty dynamic and challenging, tho inconsistently so.

overall a pretty fun game, one with a lot of shortcomings but also with enough interesting stuff to make up for it

Don't you miss out on this masterpiece. Seriously, don't. It's a crime to not buy this game at its current prize! This game adds so many countless of hours which you can just soak your tiny head into like a gigantic sponge... So many hours and so much replay value, it would be a shame to see you waste your money on a mindless shooter when this game is at your doorstep, begging to get in. If you love old-school RPG's like me, then this is defiantly a must-have. Even Kirk Hamilton thinks this game is one of his favorites... What other reason do you need than that?

This game is wonderful. In a year otherwise flooded with terrible games and inexcusable moneygrabbing plain awfulness, Divinity: Original Sin stands out. The developers loved it and listened to the community and it shows - A passion for RPGs and a love for the setting is poured into this game. More specifically, this game has the best combat seen in an RPG ever. Ever. Character development is interesting and every combat is tactical enough that it always feels like it matters how you play. Did you die in a combat and have to reload? Try a different tactic, some different spells and different movements and even the thoughest enemy can be beaten. To clarify, what makes it so beautiful and awesome to play is that it manages to be tough and challenging without being unfairly punishing.That said, the story is so-so - A half-bad fantasy novel with a run-of-the-mill story. It's not terrible or anything, but you will soon forget what you were doing in favor of just finding another exciting battle to put your sword in.9/10.

After over 100 hours of gameplay, I finally managed to slog through this game to the end, if only just to say that I completed it. Don't get me wrong, I don't absolutely hate the game; it's just that it more than overstayed its welcome in addition to having significant flaws.

First of all, the crafting system is just horrendous. It's extremely unintuitive and tedious. Let's say you want to create a magic scroll. You must first acquire yourself an ink pot and a quill. Good luck with that, because no vendors sell them. I ended up having to steal them from a friendly NPC. You must then combine them by dragging the icon for the quill over the icon for the ink pot, then stand by and watch a progress bar fill, in order to create an "Ink Pot & Quill". Now you have to get some pixie dust. Find a bone and grind it to dust using a mortar and pestle; oh yeah, you need one of those as well. Now find a stardust plant and throw it in the mortar and pestle to create stardust. Now combine the bonemeal and stardust to make pixie dust. Now sprinkle some pixie dust on the ink pot and quill to make "Magic Ink Pot and Quill"! Now find an axe and a log of wood. Hack up the log with the axe to get a few wood chips. Now find a bucket and search all over town for a well. Draw water from the well into the bucket. Combine the water and one pile of wood chips to make one "Mush of Wood". Now search all over town for a furnace. Throw the wood mush on the furnace; lo and behold: One sheet of paper! Now kill a dangerous Water Elemental and take its essence. Rub the water essence on the sheet of paper to make a "Blank Water Scroll". Now is the moment we've all been waiting for! Use the magic ink pot and quill on the blank water scroll to create... oh, no sorry, your crafting skill is too low. Now go kill dozens of insane demons and level up in order to increase your crafting. Great, can we craft the scroll now? As I was saying, use the magic ink pot and quill on the blank water scroll to create... wait for it... a random, low-level, one-time-use water magic scroll! You managed to do all of this without any indication in game of what you needed to do! Wasn't that worth it guys?

The loot in this game sucks. Mainly you will find more ingredients for crafting and lots and lots of vendor trash. It's hard to afford anything in the beginning, but keep picking up those garbage items and dozens of hours later you'll be swimming in gold! Which goes back to my previous point: why would you craft anything when the items you craft are inferior to the gear you will inevitably have already found by the time you figure out how to craft anything?

I like that this game avoids the "follow the pointer" trend in modern video games. However, the game world is quite large and it would be nice if there was some—any—indication of where you need to go without exploring every square inch of the map. Want to know where some place is in town? Too bad you can't just ask an NPC, because they don't have that interaction programmed in. Want to delve further into your current quest objective in order to understand what it is you're trying to accomplish? Too bad, because the one relevant NPC can only tell you some generic, fluff dialogue.

I could go on, but the final criticism that I want to raise is that the writing is just not compelling. It's one of the most ham-fisted and saccharine takes on the "world is ending" trope I've ever seen. It would have been nice if I could just go on adventures with some nuance and intrigue, rather than having to prevent existence from coming to an end by a contrived plot device.

Even though it is a Divinity game and thus a Larian Studios production, D:OS is a great RPG. The best part by far is the co-op multiplayer mode, which increases the fun big time. The campaign emphasises roleplaying, but includes all the fun a turn-based tactical combat provides.

A fantastic game to play with a friend, this game starts off a bit slow and difficult but quickly becomes extremely interesting and provides many hours of enjoyable gameplay. The turn based combat system can be quite deep, allowing you to make use of a variety of combos to lock down or blow up your enemies (e.g. a pool of oil may be cast, slowing enemies, and followed up with a fire based spell igniting the ol and everyone within while the smoke blinds them). There is also far more to this game than just combat: you can sneak around town stealing, use an extensive crafting system to get better equipment and make many changes to the story you experience through converstation.